/***********************************************************************

	monster_demon_imp.def

***********************************************************************/

export fred {
	options -prefix IMP1_ -keep Lknee Rknee Lelbow Relbow camera Body -keep Rmissile Lmissile -parent Rmissile Rhand -parent Lmissile Lhand -parent Rwing Chest -parent Lwing Chest -parent Hips Body -parent Waist Body -parent camera Head

	anim	maps/fred/impdoorbreak/impdoorbreak.mb -range 34 100 -dest models/md5/monsters/imp/imp1doorbreak -rotate 180
	anim	maps/fred/admin/impcrawl.mb -range 1 52 -rotate -180 -dest models/md5/monsters/imp/imp1wallcrawl
	anim	maps/fred/underground/impscurry.mb -rotate 90 -dest models/md5/cinematics/underground/tunnelscurry -prefix IMP_
	anim	maps/fred/underground/impstairs.mb -rotate 180 -dest models/md5/cinematics/underground/stairsimpcrawl -prefix IMP_

	addoptions -prefix IMP2_

	anim	maps/fred/impdoorbreak/impdoorbreak.mb -range 34 125 -dest models/md5/monsters/imp/imp2doorbreak -rotate 180
	anim	maps/fred/admin/impcrawl.mb -range 1 40 -dest models/md5/monsters/imp/imp2wallcrawl
	

	//anim	maps/fred/enpro/enpro_exit2.mb -range 1 510 -dest models/md5/cinematics/enpro/exitimp2a


	//anim	maps/fred/enpro/enpro_exit2.mb -range 1 321 -dest models/md5/cinematics/enpro/exitimp2a
	anim	maps/fred/enpro/enpro_exit2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitimp2a
	anim	maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitimp2b
	anim	maps/fred/enpro/enpro_exit2.mb -range 452 510 -dest models/md5/cinematics/enpro/exitimp2c
	anim	maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp2
	
	anim	maps/fred/ceiling/ceiling2.mb -range 1 1 -dest models/md5/monsters/imp/ceilingimpidle -align ALL
	anim	maps/fred/ceiling/ceiling2.mb -dest models/md5/monsters/imp/ceilingimp -align ALL

	addoptions -prefix IMP_

	anim	maps/fred/alphalabs2/ed_death.mb -dest models/md5/cinematics/alphalabs2/edkiller

	anim	maps/fred/marscity_2/imp_throws_marine_idle.mb -range 1 40 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp_idle
	anim	maps/fred/marscity_2/imp_throws_marine.mb -range 1 63 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp
	anim	maps/fred/marscity_2/mars_city2.mb -range 1 90 -dest models/md5/cinematics/marscity_2/impfeast_imp_loop
	anim	maps/fred/marscity_2/mars_city2.mb -range 91 170 -dest models/md5/cinematics/marscity_2/impfeast_imp

	anim	maps/fred/alphalabs1/impscare.mb -dest models/md5/cinematics/alphalabs1/impscare

	anim	maps/fred/underground/ending.mb -range 1 1 -dest models/md5/cinematics/underground/ending_impstart
	anim	maps/fred/underground/ending.mb -range 1 48 -dest models/md5/cinematics/underground/ending_imp

	//anim	maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp1
	
	anim	maps/fred/underground/impintro.mb -dest models/md5/cinematics/underground/impintro_imp

	anim	maps/fred/delta2a/malimpcolumns.mb -range 1 1 -dest models/md5/monsters/imp/idlecolumn
	anim	maps/fred/delta2a/malimpcolumns.mb -dest models/md5/monsters/imp/leapdowncolumn
	anim	maps/fred/delta2a/malcageroom.mb -range 17 17 -dest models/md5/monsters/imp/idlecages
	anim	maps/fred/delta2a/malcageroom.mb -dest models/md5/monsters/imp/leapdowncages
	anim	maps/fred/delta2b/monster_tanks.mb -dest models/md5/monsters/imp/imptankidle
	anim	maps/fred/delta2b/monster_tanks_twitch.mb -range 23 97 -dest models/md5/monsters/imp/imptanktwitch
	anim	maps/fred/delta1/impdowncorner.mb -range 1 1 -dest models/md5/monsters/imp/d1corneridle
	anim	maps/fred/delta1/impdowncorner.mb -dest models/md5/monsters/imp/d1corner

	anim	maps/fred/alphalabs2/elevator_attack.mb -range 1 195 -dest models/md5/monsters/imp/a2_elevator
	anim	maps/fred/caverns2/imprailing.mb -range 1 60 -dest models/md5/cinematics/caverns2/imp1railing
	anim	maps/fred/caverns2/imprailing2.mb -rotate -90 -range 1 90 -dest models/md5/cinematics/caverns2/imp2railing

	anim	maps/james/mc_underground/impcrawl_armdoor.mb -dest models/md5/cinematics/underground/underground_impcrawl_arm
	anim	maps/james/alphalabs2/alphalabs2_impcrawl_armdoor.mb -dest models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm

	addoptions -sourcedir models/monsters/imp/animation/cycles 
	addoptions -destdir models/md5/monsters/imp
	anim	offwall.ma -range 275 275 -dest offwallidle
	anim	offwall.ma

	addoptions -align ALL
	
	mesh	imp.mb

	anim	initial.ma
	anim	idle1.ma
	anim	mocapalert_idle.ma -rotate 90
	anim	alert_walk.ma
	anim	sight.ma
	anim	sight2.ma

	anim	walk1.ma -dest walk1
	anim	faster_walk.ma
	anim	run.ma
	anim	on4_sight.ma
	anim	on4_idle.ma
	anim	on4_melee1.ma -xyzprecision 0.01 -quatprecision 0.00006
	anim	on4_melee2.ma -xyzprecision 0.01 -quatprecision 0.00006
	anim	evade_right.ma
	anim	evade_right_on4.ma
	anim	evade_left.ma
	anim	evade_left_on4.ma
	anim	scurry2.ma
	anim	scurry_leap2.ma -dest scurry_leap.md5anim
	anim	cabinet_leap.mb

	anim	scurry_leap2.ma -range 1 19 -dest jump_start
	anim	jump_loop.ma
	anim	jump_loop2.ma
	anim	jump_loop3.ma
	anim	scurry_leap2.ma -range 30 48 -dest jump_end
	anim 	scurry_stop.ma
	anim	pain3.ma
	anim	pain_head.ma
	anim	pain_head_on4.ma
	anim	pain_chest.ma
	anim	pain_chest_on4.ma
	anim	pain_luparm.ma
	anim	pain_luparm_on4.ma
	anim	pain_ruparm.ma
	anim	pain_ruparm_on4.ma
	anim	pain_legs.ma
	anim	turret_attack1.ma
	anim	turret_idle.ma
	anim	range1.ma
	anim	range2.ma
	anim	range3.ma
	anim	fireball_sight.ma -dest range4
	anim	crouched_range1.ma
	anim	slash1.ma
	anim	slash2.ma
	anim	slash3.ma
	anim	teleportin.ma
	anim	hangonceiling.ma

	anim	outofhole.ma -range 1 1 -dest outofholeidle
	anim	outofhole.ma

	anim	kitchen.mb -range 1 1 -dest kitchenimpidle -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/

	anim	kitchen.mb -dest kitchenimp -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/

	anim	idle.mb -dest severedidle -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/
	anim	wake.mb -dest severedwake -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/

	anim	monster_wakeups.mb -sourcedir maps/fred/cyberdemon -dest impcyberwakeup -prefix IMP1_

}

model monster_demon_imp {
	mesh							models/md5/monsters/imp/imp.md5mesh
	channel torso					( *chest )
	channel legs					( waist *Hips Body origin )
	
	anim af_pose					models/md5/monsters/imp/initial.md5anim
	anim ik_pose					models/md5/monsters/imp/initial.md5anim
							
	anim teleport					models/md5/monsters/imp/teleportin.md5anim {
		frame 4							sound_body snd_footstep
		frame 21						sound_body snd_sight
	}		
	anim initial					models/md5/monsters/imp/initial.md5anim
	anim crawl						models/md5/monsters/imp/scurry2.md5anim {
		frame 6							sound_body snd_footstep
		frame 10						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 18						sound_body snd_footstep
	}	
	anim crawl_idle					models/md5/monsters/imp/on4_idle.md5anim {
		frame 57						sound_chatter snd_alert_idle
		frame 140						sound_chatter snd_alert_idle
	}
	anim stand						models/md5/monsters/imp/idle1.md5anim
	anim idle						models/md5/monsters/imp/idle1.md5anim {
		random_cycle_start
	}
	anim idle1						models/md5/monsters/imp/idle1.md5anim {
		random_cycle_start
	}
	anim sight1						models/md5/monsters/imp/sight.md5anim {
		frame 15						sound_body snd_sight
	}
	anim sight2						models/md5/monsters/imp/sight2.md5anim {
		frame 13						sound_body snd_sight2
	}
	anim walk						models/md5/monsters/imp/walk1.md5anim {
		random_cycle_start
	 	frame 2							leftfoot
		frame 19						rightfoot
	}
	anim run						models/md5/monsters/imp/faster_walk.md5anim {
		random_cycle_start
		frame 13						leftfoot
		frame 26						rightfoot
	}
	anim crawl_evade_left			models/md5/monsters/imp/evade_left_on4.md5anim {
		frame 1							sound_voice snd_pain
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim crawl_evade_right			models/md5/monsters/imp/evade_right_on4.md5anim	{
		frame 1							sound_voice snd_pain
		frame 13						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim crawl_evade_left_noturn	models/md5/monsters/imp/evade_left_on4.md5anim {
		ai_no_turn
		frame 1							sound_voice snd_pain
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim crawl_evade_right_noturn	models/md5/monsters/imp/evade_right_on4.md5anim	{
		ai_no_turn
		frame 1							sound_voice snd_pain
		frame 13						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim evade_left					models/md5/monsters/imp/evade_left.md5anim {
		frame 1							sound_voice snd_pain
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
	}
	anim evade_right				models/md5/monsters/imp/evade_right.md5anim {
		frame 1							sound_voice snd_pain
		frame 13						sound_body snd_footstep
		frame 14						sound_body snd_footstep
	}
	anim range_attack1				models/md5/monsters/imp/range1.md5anim {
		frame 2							sound_weapon snd_createmissile
		frame 2							create_missile RMissile
		frame 22						sound_weapon snd_attackmissile
		frame 22						launch_missile RMissile
	}
	anim range_attack2				models/md5/monsters/imp/range3.md5anim {
		frame 11						sound_weapon snd_createmissile
		frame 11						create_missile RMissile
		frame 45						sound_weapon snd_attackmissile
		frame 45						launch_missile RMissile
	}
	anim range_attack3				models/md5/monsters/imp/range4.md5anim {
		frame 1							sound_body snd_sight
		frame 2							sound_weapon snd_createmissile
		frame 2							create_missile RMissile
		frame 37						sound_weapon snd_attackmissile
		frame 37						launch_missile RMissile
	}
	anim turret_attack1				models/md5/monsters/imp/turret_attack1.md5anim {
		frame 1							sound_body snd_sight
		frame 2							sound_weapon snd_createmissile
		frame 2							create_missile RMissile
		frame 22						sound_weapon snd_attackmissile
		frame 22						launch_missile RMissile
	}
	anim turret_idle				models/md5/monsters/imp/turret_idle.md5anim
	
	anim jump_start					models/md5/monsters/imp/jump_start.md5anim {
		frame 1							sound_voice snd_attackmelee_1
	}
	anim jump_loop1					models/md5/monsters/imp/jump_loop.md5anim
	anim jump_end					models/md5/monsters/imp/jump_end.md5anim {
		frame 1							sound_body snd_footstep
		frame 3							sound_body snd_footstep
	}

	anim melee_attack1				models/md5/monsters/imp/slash1.md5anim {
		frame 1							sound_weapon snd_attackmelee_1
		frame 8							melee melee_impLeftClaw
		frame 10						sound_body snd_footstep	
		frame 17						melee melee_impRightClaw
		frame 19						sound_body snd_footstep
	}
	anim melee_attack2				models/md5/monsters/imp/slash2.md5anim {
		frame 1							sound_weapon snd_attackmelee_2
		frame 4							sound_body snd_footstep
		frame 9							melee melee_impLeftClaw	
		frame 11						sound_body snd_footstep
		frame 21						sound_body snd_footstep
	}
	anim melee_attack3				models/md5/monsters/imp/slash3.md5anim {
		frame 1							sound_weapon snd_attackmelee_2
		frame 6							melee melee_impRightClaw	
		frame 10						sound_body snd_footstep
	}
	anim pain_head					models/md5/monsters/imp/pain_head.md5anim {
		frame 1							sound_voice snd_pain
	}
	anim pain_left_arm				models/md5/monsters/imp/pain_luparm.md5anim {
		frame 1							sound_voice snd_pain
	}
	anim pain_right_arm				models/md5/monsters/imp/pain_ruparm.md5anim {
		frame 1							sound_voice snd_pain	
	}
	anim pain_chest					models/md5/monsters/imp/pain_chest.md5anim {
		frame 1							sound_voice snd_pain
	}
	anim pain						models/md5/monsters/imp/pain3.md5anim {
		frame 1							sound_voice snd_pain
	}
	anim leap_attack				models/md5/monsters/imp/scurry_leap.md5anim {
		frame 1							sound_voice snd_sight8
		frame 4							sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						attack_begin melee_impLeapAttack
		frame 28						attack_end
		frame 30						sound_body snd_footstep	
		frame 32						sound_body snd_footstep
		frame 38						sound_body snd_footstep
	}

	anim roofcrawlidle				models/md5/monsters/imp/ceilingimpidle.md5anim {
		ai_no_turn
		frame 1							disableGravity
		frame 1							disableWalkIK
	}
	anim roofcrawl					models/md5/monsters/imp/ceilingimp.md5anim {
		ai_no_turn
		frame 1							disableGravity
		frame 1							disableWalkIK
		frame 117						enableGravity
		frame 117						enableWalkIK
	}

	anim ceilinghang				models/md5/monsters/imp/hangonceiling.md5anim {
		ai_no_turn
		frame 1							disableGravity
		frame 1							disableWalkIK
	}

	anim zombie_feast				models/md5/monsters/imp/severedidle.md5anim {
		ai_no_turn
	}
	anim zombie_feast_wake			models/md5/monsters/imp/severedwake.md5anim {
		ai_no_turn
		frame 6						sound_voice snd_chatter
	}

	anim outofholeidle				models/md5/monsters/imp/outofholeidle.md5anim {
		frame 1							disableWalkIK
		ai_no_turn
	}
	anim outofhole					models/md5/monsters/imp/outofhole.md5anim {
		ai_no_turn
		frame 1							disableWalkIK
		frame 12						sound_voice snd_chatter
		frame 65						enableWalkIK
	}

	anim offwallidle				models/md5/monsters/imp/offwallidle.md5anim {
		ai_no_turn
		frame 1							disableWalkIK
		frame 1							disableGravity
	}
	anim offwall					models/md5/monsters/imp/offwall.md5anim {
		ai_no_turn
		frame 1							disableWalkIK
		frame 1							disableGravity
		frame 73						enableGravity
		frame 73						enableWalkIK
	}
}

entityDef monster_demon_imp {
	"inherit"						"monster_default"
	"scriptobject"					"monster_demon_imp"
	"model"							"monster_demon_imp"
	"ragdoll"						"monster_demon_imp"
	
	"size"							"48 48 72"
	"use_aas"						"aas48"
	"team"							"1"
	"rank"							"1"
	"health"						"130"
	"melee_damage" 					"35"
	"melee_range"					"40"
	"def_projectile"				"projectile_impfireball"
	"attack_cone"					"70"
	"attack_accuracy"				"0"
	"offsetModel"					"-8 0 0"
	"anim"							"idle1"
	"mass"							"200"

	"burnaway"						".5"
	"smoke_burnParticleSystem"			"burn_imp.prt-chest"

	"ik_numLegs"					"2"
	"ik_footSize"					"4"
	"ik_waist"						"Body"
	"ik_hip1"						"Lupleg"
	"ik_hip2"						"Rupleg"
	"ik_knee1"						"Lloleg"
	"ik_knee2"						"Rloleg"
	"ik_ankle1"						"Lankle_r"
	"ik_ankle2"						"Rankle_r"
	"ik_dir1"						"Lknee"
	"ik_dir2"						"Rknee"
	"ik_foot1"						"Lball_r"
	"ik_foot2"						"Rball_r"
	
	"ragdoll_slomoStart"			"0"
	"ragdoll_slomoEnd"				"0"

	"damage_zone head"				"*Neck"
	"damage_zone chest"				"*waist -*Rshldr -*Lshldr -*Neck"
	"damage_zone left_arm"			"*Lshldr"
	"damage_zone right_arm"			"*Rshldr"
	"damage_zone legs"				"*Hips"

	"damage_scale head"				"2"

	"snd_footstep"					"monster_demon_imp_footstep"
	"snd_sight"						"monster_demon_imp_sight"
	"snd_sight2"					"monster_demon_imp_sight2"
	"snd_sight8"					"monster_demon_imp_sight8"
	"snd_chatter"					"monster_demon_imp_chatter"
	"snd_chatter_combat"			"monster_demon_imp_chatter_combat"
	"snd_pain"						"monster_demon_imp_pain"
	"snd_attackmelee_1"				"monster_demon_imp_attackmelee_1"
	"snd_attackmelee_2"				"monster_demon_imp_attackmelee_2"
	"snd_death"						"monster_demon_imp_die"
	"snd_thud"						"monster_demon_imp_thud"
	"snd_createmissile"				"monster_demon_imp_fireball_create"
	"snd_attackmissile"				"monster_demon_imp_fireball_throw"
	"snd_alert_idle"				"monster_demon_imp_alert_idle"
	"snd_burn"						"monster_demon_archvile_burn"
	
	// adnan
	// try this here...
	"networkSync"					"1"
}

model monster_demon_imp_crawler {
	mesh							models/md5/monsters/imp/imp.md5mesh
	channel torso					( *chest )
	channel legs					( waist *Hips Body origin )

	anim af_pose					models/md5/monsters/imp/initial.md5anim
	anim ik_pose					models/md5/monsters/imp/on4_idle.md5anim

	anim stand						models/md5/monsters/imp/on4_idle.md5anim {
		frame 57						sound_chatter snd_alert_idle
		frame 140						sound_chatter snd_alert_idle
	}
	anim teleport					models/md5/monsters/imp/teleportin.md5anim {
		frame 28						sound_body snd_sight
	}
	anim sight						models/md5/monsters/imp/on4_sight.md5anim {
		frame 5							sound_body snd_sight
	}
	anim idle						models/md5/monsters/imp/on4_idle.md5anim {
		frame 57						sound_chatter snd_alert_idle
		frame 140						sound_chatter snd_alert_idle
	}
	anim run						models/md5/monsters/imp/scurry2.md5anim {
		frame 6							sound_body snd_footstep
		frame 10						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 18						sound_body snd_footstep
	}
	anim walk						models/md5/monsters/imp/scurry2.md5anim {
		frame 6							sound_body snd_footstep
		frame 10						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 18						sound_body snd_footstep
	}
	anim evade_left					models/md5/monsters/imp/evade_left_on4.md5anim {
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim evade_right				models/md5/monsters/imp/evade_right_on4.md5anim	{
		frame 13						sound_body snd_footstep
		frame 14						sound_body snd_footstep
		frame 15						sound_body snd_footstep
		frame 16						sound_body snd_footstep
	}
	anim pain_head					models/md5/monsters/imp/pain_head_on4.md5anim {
		frame 1							call overrideLegs	
		frame 1							sound_voice snd_pain
	}
	anim pain_left_arm				models/md5/monsters/imp/pain_luparm_on4.md5anim {
		frame 1							call overrideLegs			
		frame 1							sound_voice snd_pain
	}
	anim pain_right_arm				models/md5/monsters/imp/pain_ruparm_on4.md5anim {
		frame 1							call overrideLegs	
		frame 1							sound_voice snd_pain	
	}
	anim pain_legs					models/md5/monsters/imp/pain_chest_on4.md5anim {
		frame 1							call overrideLegs	
		frame 1							sound_voice snd_pain
	}
	anim pain_chest					models/md5/monsters/imp/pain_chest_on4.md5anim {
		frame 1							call overrideLegs	
		frame 1							sound_voice snd_pain
	}
	anim pain						models/md5/monsters/imp/pain_chest_on4.md5anim {
		frame 1							call overrideLegs	
		frame 1							sound_voice snd_pain
	}

	anim range_attack				models/md5/monsters/imp/crouched_range1.md5anim {
		frame 1							call overrideLegs
		frame 2							sound_weapon snd_createmissile
		frame 2							create_missile RMissile
		frame 12						sound_weapon snd_attackmissile
		frame 12						launch_missile RMissile
	}

	anim jump_start					models/md5/monsters/imp/jump_start.md5anim
	anim jump_loop1					models/md5/monsters/imp/jump_loop.md5anim
	anim jump_loop2					models/md5/monsters/imp/jump_loop2.md5anim
	anim jump_loop3					models/md5/monsters/imp/jump_loop3.md5anim
	anim jump_end					models/md5/monsters/imp/jump_end.md5anim

	anim melee_attack1				models/md5/monsters/imp/on4_melee1.md5anim {
		frame 1							call overrideLegs
		frame 1							sound_weapon snd_attackmelee_1
		frame 11						melee melee_impRightClaw
	}
	anim melee_attack2				models/md5/monsters/imp/on4_melee2.md5anim {
		frame 1							call overrideLegs
		frame 1							sound_weapon snd_attackmelee_2
		frame 7							sound_body snd_footstep
		frame 8							melee melee_impRightClaw		
		frame 14						melee melee_impLeftClaw
		frame 17						sound_body snd_footstep
		frame 22						sound_body snd_footstep
	}
}

entityDef monster_demon_imp_crawler {
	"inherit"						"monster_default"
	"scriptobject"					"monster_demon_imp"
	"model"							"monster_demon_imp_crawler"
	"ragdoll"						"monster_demon_imp"
	
	"size"							"48 48 72"
	"use_aas"						"aas48"
	"team"							"1"
	"rank"							"1"
	"health"						"130"
	"melee_damage" 					"35"
	"melee_range"					"40"
	"def_projectile"				"projectile_impfireball"
	"attack_cone"					"70"
	"attack_accuracy"				"0"
	"offsetModel"					"-8 0 0"
	"mass"							"150"
	
	"burnaway"						"0.50"

	"ik_numLegs"					"2"
	"ik_footSize"					"4"
	"ik_waist"						"Body"
	"ik_hip1"						"Lupleg"
	"ik_hip2"						"Rupleg"
	"ik_hip3"						"Luparm"
	"ik_hip4"						"Ruparm"
	"ik_knee1"						"Lloleg"
	"ik_knee2"						"Rloleg"
	"ik_knee3"						"Lloarm"
	"ik_knee4"						"Rloarm"
	"ik_ankle1"						"Lankle_r"
	"ik_ankle2"						"Rankle_r"
	"ik_ankle3"						"Lhand"
	"ik_ankle4"						"Rhand"
	"ik_dir1"						"Lknee"
	"ik_dir2"						"Rknee"
	"ik_dir3"						"Lelbow"
	"ik_dir4"						"Relbow"
	"ik_foot1"						"Lball_r"
	"ik_foot2"						"Rball_r"
	"ik_foot3"						"Lhand"
	"ik_foot4"						"Rhand"

	"damage_zone head"				"*Neck"
	"damage_zone chest"				"*waist -*Rshldr -*Lshldr -*Neck"
	"damage_zone left_arm"			"*Lshldr"
	"damage_zone right_arm"			"*Rshldr"
	"damage_zone legs"				"*Hips"
	"damage_scale head"				"1.25"

	"snd_footstep"					"monster_demon_imp_footstep"
	"snd_sight"						"monster_demon_imp_sight"
	"snd_sight2"					"monster_demon_imp_sight2"
	"snd_sight8"					"monster_demon_imp_sight8"
	"snd_chatter"					"monster_demon_imp_chatter"
	"snd_chatter_combat"			"monster_demon_imp_chatter_combat"
	"snd_pain"						"monster_demon_imp_pain"
	"snd_attackmelee_1"				"monster_demon_imp_attackmelee_1"
	"snd_attackmelee_2"				"monster_demon_imp_attackmelee_2"
	"snd_death"						"monster_demon_imp_die"
	"snd_thud"						"monster_demon_imp_thud"
	"snd_createmissile"				"monster_demon_imp_fireball_create"
	"snd_attackmissile"				"monster_demon_imp_fireball_throw"
	"snd_alert_idle"				"monster_demon_imp_alert_idle"
	"snd_burn"						"monster_demon_tick_burn"
}

entityDef damage_impfireball {
	"damage"						"12"
	"kickDir"						"1 0 0"
	"push"							"500"

	"mtr_blob"						"genericDamage"
	"blob_time"						"300"
	"blob_size"						"400"
	"blob_offset_x"					"400"


	"knockback"						"10"

	"kick_time"						"400"
	"kick_amplitude"				"1"

	"dv_time"						"100"
	"smoke_wound_flesh"				"bloodwound.smoke"
}

entityDef	damage_impfireball_splash {
	"damage"						"5"
	"radius"						"50"
	"push"							"5000"
}

entityDef projectile_impfireball {
	"spawnclass"					"idProjectile"
	"mins"							"-4 -4 -4"
	"maxs"							"4 4 4"
	"cone"							"3"
	"model" 						"impfireball2.prt"
						
	"def_damage"					"damage_impfireball"
	"def_splash_damage"				"damage_impfireball_splash"
									
	"launchFromBarrel"				"1"
	"health"						"5"					// amount of damage projectile can take if damaged (0 means it can't be destroyed)
	"velocity"						"475 0 -150"			// how fast the projectile leaves the gun (or distance if fuse is 0)
	"angular_velocity"				"0 0 0"				// how the projectile is rotating when it leaves the gun
	"thrust"						"0"					// the rate of acceleration (always in the direction of the projectiles model)
	"thrust_start"					"0"					// when to start accelerating
	"thrust_end"					"0"					// when to stop accelerating
	"linear_friction"				"0"					// "air" friction
	"angular_friction"				"0"
	"contact_friction"				"0"
	"bounce"						"0"					// how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
	"mass"							"5"
	"gravity"						"250"				// how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
	"fuse"							"20"				// how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).

	"detonate_on_fuse"				"0"					// whether projectile should detonate when it's fuse runs out
	"detonate_on_death"				"1"					// whether projectile should detonate when it's "killed" (health runs out)
	"detonate_on_world"				"1"					// whether projectile should detonate when it hits an obstacle
	"detonate_on_actor"				"1"					// whether projectile should detonate when it hits a character in the game

	"impact_damage_effect"			"0"					// whether projectile causes blood splats from characters that bleed
	"impact_gib"					"1"					// whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)

	"mtr_detonate"					"textures/decals/ballburn01"
	"decal_size"					"75" 

	"smoke_fly"						"imp_trail2.prt"									// particle effect while in the air
	"smoke_detonate"				""			// particle effect when detonates
	"smoke_residue"					""			// particle effect while in the air
	"smoke_bounce"					""					// particle effect when bounces
	"smoke_fuse"					""					// particle effect when removed from fuse expiring
	
	// parametric particles -- temp
	"model_detonate"				"imp_explosion.prt"
										
	"debris_count"					"3"
	"def_debris"					"debris_largeshrapnel"
	"def_shrapnel"					"debris_shrapnel"
	
	"mtr_light_shader"				"lights/impflyflash"
	"light_color"					"0.9 0.7 0.05"
	"light_radius"					"160"
	"light_offset"					"0 0 0"


	"mtr_explode_light_shader"		"lights/impflash"
	"explode_light_color"			"3.6 3.0 0.5"
	"explode_light_radius"			"320"
	"explode_light_fadetime"		"1.0"

	"snd_explode"					"monster_demon_imp_fireball_explode"
	"snd_fly"						"monster_demon_imp_fireball_flight"					// particle effect while in the air
}

entityDef melee_impLeapAttack {
	// melee specific parameters
	"snd_hit"						"monster_demon_imp_melee_hit"
	"kickDir"						"1 0 0"

	// damage parameters
	"damage"						"8"

	"mtr_blob"						"leftSlash"
	"blob_time"						"300"
	"blob_x"						"140"
	"blob_y"						"-100"
	"blob_width"					"600"
	"blob_height"					"600"

	"knockback"						"100"

	"kick_time"						"800"
	"kick_amplitude"				"2"

	"dv_time"						"400"
}

entityDef	melee_impLeftClaw {
	// melee specific parameters
	"snd_hit"						"monster_demon_imp_melee_hit"
	"snd_miss"						"monster_demon_imp_melee_miss"
	"kickDir"						"0 -1 0"

	// damage parameters
	"damage"						"8"

	"mtr_blob"						"leftSlash"
	"blob_time"						"300"
	"blob_x"						"140"
	"blob_y"						"-100"
	"blob_width"					"600"
	"blob_height"					"600"

	"knockback"						"40"

	"kick_time"						"400"
	"kick_amplitude"				"2"

	"dv_time"						"100"
}

entityDef	melee_impRightClaw {
	"snd_hit"						"monster_demon_imp_melee_hit"
	"snd_miss"						"monster_demon_imp_melee_miss"
	"kickDir"						"0 1 0"

	"damage"						"8"

	"mtr_blob"						"rightSlash"
	"blob_time"						"300"
	"blob_x"						"-100"
	"blob_y"						"-100"
	"blob_width"					"600"
	"blob_height"					"600"

	"knockback"						"30"

	"kick_time"						"400"
	"kick_amplitude"				"2"

	"dv_time"						"100"
}

model monster_demon_imp_crawl_armdoor {
	mesh							models/md5/monsters/imp/imp.md5mesh
	anim alphalabs2_impcrawl_arm	models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm.md5anim {
		frame 2							 sound_body	snd_sight5
	}
	anim underground_impcrawl_arm	models/md5/cinematics/underground/underground_impcrawl_arm.md5anim {
		frame 57						sound_body	snd_sight
		frame 75						sound_body	snd_sight2
		frame 110						sound_body	snd_sight3
		frame 128						sound_body	snd_sight4
	}
}

entityDef monster_demon_imp_crawl_armdoor {
	"inherit"						"cin_base"
	"model"							"monster_demon_imp_crawl_armdoor"
	"anim"							"underground_impcrawl_arm"

	"snd_sight"						"mcu_imp_teh_angar"
	"snd_sight2"					"mcu_imp_teh_angar2"
	"snd_sight3"					"mcu_imp_teh_angar3"
	"snd_sight4"					"mcu_imp_skulkaway"
	"snd_sight5"					"monster_demon_imp_sight2_loud"
}
